My fear is that this is short-hand for "weapons will take more durability damage." If that's the case I feel I can make an excellent case for that being a bad idea, for warriors (especially non-Sampires), for imbuers, for traditional crafters, and may indirectly boost the PvM dominance of the Sampire template.

I have noticed no discussion of this change; sorry if I just missed it.

I read that and my reaction was that they were targeting whirlwind attack (and maybe momentum), where in one swing you hit multiple targets. So, maybe if you whirlwind and you hit 10 targets in the same swing, there's a chance for durability loss with each target. I actually had the opposite reaction, that things would make this slightly more difficult for sampires (depending on how much durability loss is increased), but probably not a big deal.

My fear is that this is short-hand for "weapons will take more durability damage." If that's the case I feel I can make an excellent case for that being a bad idea, for warriors (especially non-Sampires), for imbuers, for traditional crafters, and may indirectly boost the PvM dominance of the Sampire template.

I have noticed no discussion of this change; sorry if I just missed it.

-Galen's player

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Yeah, sampires are pretty powerful. They should probably nerf chivalry. Without the ludicrous damage from chivalry, the sampire is just some bushi dexer with crappy fire resist a little bit of life leech.

Stratics VeteranStratics Legend

The idea of being a holy necromancer is just silly to me, so that's probably where I'd start clipping the strings.

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I always kind of like the idea that my chiv/necro was a fallen holy knight. It seems more sinister. To enhance the dark vs light concept, I would like to see the same spells added to both classes that changed the effect dependant on karma.

Stratics VeteranAlumni

Yeah, sampires are pretty powerful. They should probably nerf chivalry. Without the ludicrous damage from chivalry, the sampire is just some bushi dexer with crappy fire resist a little bit of life leech.

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My sampire has no chiv, still reaches 300%di cap. Also have 75 fire resist in vamp form. Your argument is invalid because

Stratics Veteran

I have to repair my garg sword after every battle. Not just after fighting for a few hours, every time I fight one person I need to repair.

I hope this gets toned down a bit.

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Just don't repair the sword of shattered hopes and it won't take 10 durability after it hits 0 it will only take the typical 1 durability like every other weapon after it hits 0. When it's really low max durability just fort powder it.

Stratics Veteran

Yeah, sampires are pretty powerful. They should probably nerf chivalry. Without the ludicrous damage from chivalry, the sampire is just some bushi dexer with crappy fire resist a little bit of life leech.

Stratics Veteran

Yeah, sampires are pretty powerful. They should probably nerf chivalry. Without the ludicrous damage from chivalry, the sampire is just some bushi dexer with crappy fire resist a little bit of life leech.

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Wrong, nerf lightning strike and you throw easy PVM out the window. People would actually have to incorporate HCI into a pvm suit and throw everything out of wack . The day they do something about that is the day you see UO items go back up in value.

Yeah, sampires are pretty powerful. They should probably nerf chivalry. Without the ludicrous damage from chivalry, the sampire is just some bushi dexer with crappy fire resist a little bit of life leech.

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no. We do not need to start picking apart more PvM templates. Nerfing chiv kills alot more than Sampires.

Wrong, nerf lightning strike and you throw easy PVM out the window. People would actually have to incorporate HCI into a pvm suit and throw everything out of wack . The day they do something about that is the day you see UO items go back up in value.

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who the hell is not running at lest 40 hci and 65 dci i mean if your serious about making a hard hitting templet. why 65 dci for the uniformed like a few of the previous posters so your still around 40-45 if(edit : when) you get hit with HLD

Chivalry isn't a problem - Once the standard (non-super) slayers started doing 3x instead of 2x, many Sampires dropped what little they had (after all, they can use a recall charge from a spellbook to move around if combat close, and can just cast wraith form to travel at 100% with recall when not in combat, and just recast vamp form later - and of course, Whammies don't even have to leave wraith form).

One of the issues with Whirlwind attack (of the non-bushido variety) has always been that, unless a weapon is Spell Channeling, it takes damage from EVERY target hit by the whirlwind, if one or more of them have auto-damage (example, slimes at Barracoon first stage). If there's not any of those, then every target hit gets its own "damage the weapon?" check (and both types of damage may occur, theoretically).

On the Sampire tangent, I think that really, the 4 skills of Bushido, Ninjitsu, Chivalry and Necromancy are significantly incompatible with each other.

1 & 2 are supposed to be opposites, as are 3 & 4.
Ninjas are Stealth (most forms are meant to blend in with nature or domesticated creatures), while Necromancy is hardly subtle (and its alternate forms are all undead or demonic - something one hardly use to walk next door to borrow a cup of mandrake from the neighbors, inside a guardzone)
Samurai are into Personal fame and honor, Paladins live for showing honor to the masses.

One way to reflect that, while still allowing the occasional fallen knight, corrupted Samurai, etc. would be to make it where having 60 or more real skill in one of the skills, causes all the others to function at half their modified skill level, based on whichever is higher. So, a Samurai with 80 real Bushido, could only cast necro or chiv spells at a maximum proficiency of being 60 skill in those, and only if somehow he had a modified total of 120 in them, with the real skill points under 80. If two or more skills tied, the order they fall in the skill list has precedence.

This would make Sampires have to choose to be primarily Necromancer, or choose to be Whammies that are Samurai with a weak necro ability, for example. Corrupted knights (or necros turning to the light) with both Chivalry & necro would actually have their attributes and level of corruption based on which skill was the higher (And that would actually factor into the RP aspect of such a character). And so on...

Stratics Veteran

who the hell is not running at lest 40 hci and 65 dci i mean if your serious about making a hard hitting templet. why 65 dci for the uniformed like a few of the previous posters so your still around 40-45 if(edit : when) you get hit with HLD

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A sampire doesn't need hci, nor does it get hit by HLD. I run hci on mine for whirlwinding, but as a tank, u dont need it.

Stratics Veteran

who the hell is not running at lest 40 hci and 65 dci i mean if your serious about making a hard hitting templet. why 65 dci for the uniformed like a few of the previous posters so your still around 40-45 if(edit : when) you get hit with HLD

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Is there even a popular monsters that people farm that actually has HLD?
Is there even a monster in UO that actually do HLD?

Most sampire will probably run 45hci but I seriously doubt it that most of them also run 65 dci... I mean 45 dci is quite possible but 65 dci on a PvM sampire... I would have to say no...

Stratics Veteran

I mentioned Sampires because I associate them with the use of a single, non-Imbued weapon, as opposed to more conventional warriors, whom I associate with the use of a set of slayers which are more likely to be Imbued.

My perceptions on this particular score may well be skewed by this fellow I see around periodically, a Sampire with one of those jaw-dropping, non-Imbued Ornate Axes.

As to the broader reasons why I fear for weapons taking more damage? That has to do with the fact the relationship between Warriors and Imbuers is a tenuous one, at least as far as weapons are concerned. Weapons can take a lot of damage and hence there's some hesitation on Warriors' part to use Imbued weapons.

If weapons take even more damage, Warriors may well resign themselves to using inferior, non-Imbued weapons rather than having to replace their weapons more often. While this might help Blacksmiths (and Carpenters, but to a much lesser degree) who happen to luck out and make really awesome weapons with the right recipe combined with the right runic tool, it will hurt most crafters who aren't as lucky.

Sure, one result might be to create more business for Imbuers, because stuff will break more often! But I think the opposite result, Warriors' shying away from Imbued weapons and relying more on looted ones and thus costing Imbuers customers and a funding stream, is more likely. I, for one, will be sorely tempted to return to the use of a set of Blackthorn's Krysses as slayers, and hold my Imbued weapons for bosses and the like.

I totally disagree. First of all, weapons don't take all that much damage. I have yet to wear out even a single imbued weapon. Now, granted, I like to play a bunch of different characters and hunt a bunch of different things, so maybe I don't see as much wear on any single set of equipment like someone who uses just one character may. But I solo 4-5 spawns a week, and do many more spawns and peerless with my guild, and have yet to wear out my first weapon. In fact, I'm starting to craft some stuff with lower durability because I'm finding that I like to move onto new equipment before my imbued stuff has any hint of wearing out.

I also have a comment regarding sampire weapon choice. First, a sampire with the appropriate slayer type weapon will be better than a sampire with a general weapon, no matter how-jaw dropping it is. The reason is that leeching (life primarily, but mana and stamina as well) is central to the survivability and power of a sampire. Leeching is directly related to the amount of damage you do, and a slayer will allow you to do more damage at all times. So, a full set of slayer weapons makes a lot more sense than a single 'general' weapon. Yes, there are other ways to reach the damage and swing speed cap, but slayers or super slayers combined with 100% DI are the best way to always have the right slayer in hand.

Finally, I have a comment about sampires as tanks. Some have said HCI (either in the suit or through lightning strike) isn't needed for a sampire to be an effective tank, but I have to disagree. Again, it's the same point, that a sampire's insane survivability is directly tied into his ability to leech. The most common causes of sampire death are singing and missing, being paralyzed (you stop swinging), loss of stamina (you swing really slow). As a tank, the sampire has the best chance of staying alive if he's swing fast and connecting. Certainly, sampires have defensive measures as well with parry, evasion, feint, confidence, and more. But other templates have these defensive capabilities as well, and what separates the sampire and makes the template such a good tank is the ability to leach boat loads of hp/mana/stamina. For best effect, you need to swing fast, hit often and do big damage.

I read that and my reaction was that they were targeting whirlwind attack (and maybe momentum), where in one swing you hit multiple targets. So, maybe if you whirlwind and you hit 10 targets in the same swing, there's a chance for durability loss with each target. I actually had the opposite reaction, that things would make this slightly more difficult for sampires (depending on how much durability loss is increased), but probably not a big deal.

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tried a few times in Origin using Sampire with whirlwind on ChampSpawn.
I did not feel changes.so,seem not to be worry about this.

Stratics Veteran

I read that and my reaction was that they were targeting whirlwind attack (and maybe momentum), where in one swing you hit multiple targets. So, maybe if you whirlwind and you hit 10 targets in the same swing, there's a chance for durability loss with each target. I actually had the opposite reaction, that things would make this slightly more difficult for sampires (depending on how much durability loss is increased), but probably not a big deal.

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tried a few times in Origin using Sampire with whirlwind on ChampSpawn.
I did not feel changes.so,seem not to be worry about this.

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This is what the post is about, not what makes a good sampire.

So - i notice my whirlwind weapons wear out much faster than my one / 2 target weapons as it is, so i doubt this is the "fix"

Now to go on a non-sampire tangent...

On durability, ive always hated casters need repairs almost Never, it isnt worth it to me to get the new brittle items for non-casters, replicas really dont even seem worth it to me, which it what they were meant to be tho. Seeing a Gladiator's collar at 28 out of 45 durability is depressing considering the price.

In my opinion it would be great if all imbued gear wore out much faster, my imbued armor and weapons will last for years probably even on melee characters.

Stratics Veteran

I also have a comment regarding sampire weapon choice. First, a sampire with the appropriate slayer type weapon will be better than a sampire with a general weapon, no matter how-jaw dropping it is. The reason is that leeching (life primarily, but mana and stamina as well) is central to the survivability and power of a sampire. Leeching is directly related to the amount of damage you do, and a slayer will allow you to do more damage at all times. So, a full set of slayer weapons makes a lot more sense than a single 'general' weapon. Yes, there are other ways to reach the damage and swing speed cap, but slayers or super slayers combined with 100% DI are the best way to always have the right slayer in hand.

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You know, now that you mention that, that's what the Sampire in my guild does, for exactly the same reason.

Even if he somehow misses Honoring a critter before it buffs itself or is damaged by someone else, he can still get the leach, because he uses a slayer.

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